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General Tabletop Discussion
*Pathfinder & Starfinder
Hitpoint proposal [very long]
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<blockquote data-quote="Crazy Jerome" data-source="post: 5806370" data-attributes="member: 54877"><p>The idea of max roll of a given die correlating to wounds gives me pause, in an otherwise elegant idea, but more for handling time than anything else. Adding up the 5d6 results will be annoying. (I've played enough Hero System, counting Body and Stun, to know that any kind of "dual count" mechanic is very rapid for some people and an almost total mental block for others. Though there is a trick to the Hero version that can make it more rapid.)</p><p> </p><p>Assuming you didn't mind reducing the mathematical effects on multi-die damage expressions, then one way to keep some of the spikes is to say that only one max roll on a die counts as wounds. The rest is always vitality damage. Any mods would also be hit point damage. This keeps a very predictable, upper lid on such damage in a given round of a given fight. Just check the die size being used.</p><p> </p><p>For single die expressions, this is the same you have now. 1d4+1 on a roll of 4 does 4 wound, 1 vitality. On any other roll, it does the total in vitality. 1d12+5 does either 12 wound and 5 vitality (on a 12), or the total in vitality. However, 5d6 does either 6 wound and the rest vitality, or the total in vitality. So even if you roll 2 or more sixes, you still max out wounds for one die. A fireball isn't going to do any more wound damage than a short sword hit, but it will do that 6 damage more often.</p><p> </p><p>The handling process thus becomes: 1.) Total damage as with normal hit points. 2.) Look for any maximum dice. As soon as you find one, stop looking. 3.) If you found one, subtract that amount out of your total and report as two separate totals.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5806370, member: 54877"] The idea of max roll of a given die correlating to wounds gives me pause, in an otherwise elegant idea, but more for handling time than anything else. Adding up the 5d6 results will be annoying. (I've played enough Hero System, counting Body and Stun, to know that any kind of "dual count" mechanic is very rapid for some people and an almost total mental block for others. Though there is a trick to the Hero version that can make it more rapid.) Assuming you didn't mind reducing the mathematical effects on multi-die damage expressions, then one way to keep some of the spikes is to say that only one max roll on a die counts as wounds. The rest is always vitality damage. Any mods would also be hit point damage. This keeps a very predictable, upper lid on such damage in a given round of a given fight. Just check the die size being used. For single die expressions, this is the same you have now. 1d4+1 on a roll of 4 does 4 wound, 1 vitality. On any other roll, it does the total in vitality. 1d12+5 does either 12 wound and 5 vitality (on a 12), or the total in vitality. However, 5d6 does either 6 wound and the rest vitality, or the total in vitality. So even if you roll 2 or more sixes, you still max out wounds for one die. A fireball isn't going to do any more wound damage than a short sword hit, but it will do that 6 damage more often. The handling process thus becomes: 1.) Total damage as with normal hit points. 2.) Look for any maximum dice. As soon as you find one, stop looking. 3.) If you found one, subtract that amount out of your total and report as two separate totals. [/QUOTE]
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Hitpoint proposal [very long]
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